Absorption Cone. The Beholder Mage's central eye has been removed, however in its place the Beholder Mage has learned to absorb latent magical energies. The Beholder Mage creates an invisible 150-foot-cone in front of it, and if a creature in that area casts a spell or is the target of a spell, the Beholder Mage regains an expended spell slot equal to the spell level or lower. The area does not work against the Beholder Mage's own spells.
Autonomous Eyestalks. The Beholder Mage can concentrate on up to 3 spells at once. Each of these spells must be of a different level.
Legendary Resistance (3/day). If the Beholder Mage fails a saving throw, it can choose to succeed instead.
Spellcasting. The Beholder Mage is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). The Beholder Mage knows the following spells in addition to Spells learned via its Spell Absorption, Knowledge Thief and expanded spell list features. It can cast them without material components:
Cantrips (at will): Fire Bolt, Sacred Flame, Thorn Whip, True Strike
1st level (4 slots): Absorb Elements, Expeditious Retreat, Guiding Bolt, Magic Missile, Shield
2nd level (4 slots): Blindness/Deafness, Earthbind,Invisibility, Misty Step, Scorching Ray, Spiritual Weapon
3rd level (4 slots): Aura of Vitality, Counterspell, Dispel Magic, Fireball, Lightning Bolt, Slow
4th level (3 slots): Blight, Death Ward, Dimension Door, Freedom of Movement
5th level (3 slots): Cone of Cold, Hold Monster, Telekinesis, Transmute Rock, Wall of Force, Wall of Stone
6th level (3 slots):Chain Lightning, Disintegrate, Eyebite
7th level (3 slots): Finger of Death, Plane Shift, Teleport
8th level (2 slots): Feeblemind, Mind Blank
9th level (2 slots): Power Word Kill, Wish
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
Spellcasting. The Beholder Mage casts a spell with a casting time of 1 action from its Spellcasting trait, expending a spell slot as normal.
Spell Rays. The beholder mage shoots three of the following magical spell rays at random (reroll duplicates). The spells are cast simultaneously, following the normal casting rules of the spell otherwise, including consuming spell slots. Spells chosen must have a casting time of 1 action and cannot be upcast. If the spell has a range of between 5 feet and 120 feet, the range is changed to 120 feet. If this action is used, the Beholder Mage cannot cast a spell as a bonus actions this turn.
- Cantrip. The Beholder Mage casts a cantrip.
- 1st Level. The beholder mage casts a 1st level spell. If it has no spell slots remaining, it instead casts Magic Missile at first level.
- 2nd Level. The beholder mage casts a 2nd level spell. If it has no spell slots remaining, it instead casts Scorching Ray at second level.
- 3rd Level. The beholder mage casts a 3rd level spell. If it has no spell slots remaining, it instead casts Lightning Bolt at third level.
- 4th Level. The beholder mage casts a 4th level spell. If it has no spell slots remaining, it instead casts Blight at fourth level.
- 5th Level. The beholder mage casts a 5th level spell. If it has no spell slots remaining, it instead casts Telekinesis at fifth level.
- 6th Level. The beholder mage casts a 6th level spell. If it has no spell slots remaining, it instead casts Disintegrate at sixth level.
- 7th Level. The beholder mage casts a 7th level spell. If it has no spell slots remaining, it instead casts Finger of Death at seventh level.
- 8th Level. The beholder mage casts a 8th level spell. If it has no spell slots remaining, reroll this ray (there may not be duplicates).
- 9th Level. The beholder mage casts a 9th level spell. If it has no spell slots remaining, reroll this ray (there may not be duplicates).
Spellcasting. The beholder mage casts a spell with a casting time of 1 bonus action from its Spellcasting trait, expending spell slots as normal, as long as it hasn't used Spell Rays this turn, or used spellcasting to cast a non-cantrip spell: Expeditious Retreat, Spiritual Weapon, Misty Step
The beholder mage can take up to three reactions per round but only one per turn.
Spell Absorption (Recharge 5-6). Immediately after a creature casts a spell that targets the beholder mage or includes it in an area of effect, the beholder mage can attempt to absorb the effects of that spell. The beholder mage must make an Intelligence (Arcana) check with the DC equaling 25+ the spells level.
On a success: the beholder mage learns that spell and gains a spell slot equal to the level of spell learned, which lasts until it is expended or the beholder mage takes a long rest. Additionally, the beholder mage automatically passes any relevant saving throws for that spell, and, and if a spell attack hits and deals damage, the beholder mage gains resistance to that instance of damage.
On a failure: the beholder mage has disadvantage on any relevant saving throws, and, if the spell requires an attack roll, it automatically turns into a critical hit (it still has to hit). If the beholder mage still has uses of Legendary Resistance, they may not be used against this spell.
Knowledge Thief. Immediately after witnessing a spell being cast, the beholder mage can attempt an Intelligence (Arcana)check with the DC equalling 20+ the spells level. On a success, the beholder mage learns that spell and can cast it using appropriate means.
Spellcasting. The beholder mage casts a spell with a casting time of 1 reaction from its Spellcasting trait, expending spell slots as normal: Absorb Elements, Shield, Counterspell
The beholder mage can take 3 legendary actions, choosing from the options below.. It can take only one legendary action at a time and only at the end of another creature’s turn. The beholder mage regains spent legendary actions at the start of its turn.
Spell Ray. The beholder mage uses its spell rays action, but only fires one ray.
Targeted Spell Ray (Costs 3 actions). The beholder mage casts a spell of its choice that it knows or has learned, ignoring casting time and spell components.
Lair and Lair Actions
A Beholder Mage’s Lair
A Beholder Mage's central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range.
Lair Actions
When fighting inside its lair, a Beholder Mage can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Beholder Mage can take one lair action to cause one of the following effects:
- Modify Terrain. The beholder mage casts Wall of Stone or Transmute Rock without requiring concentration, spell components, or a spell slot.
- Spell Recollection. The beholder mage rolls a d10 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
- Eye Ray. An eye opens on a solid surface within 60 feet of the beholder mage. One random eye ray of a Beholder shoots from that eye at a target of the Beholder Mage’s choice that it can see (DC 23). The eye then closes and disappears.
The Beholder Mage can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row.
Regional Effects
A region containing a beholder’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:
- Creatures within 1 mile of the Beholder Mage’s lair sometimes feel as if they’re being watched when they aren’t.
- When the Beholder Mage sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren’t on anyone’s person.
If the Beholder Mage dies, these effects fade over the course of 1d10 days.
Expanded Spell List
An especially long lived or crafty beholder mage might have amassed a far greater knowledge of spells over a younger one, these are some examples of spells that may be added to the beholder mage, but are excluded to help avoid choice paralysis:
Cantrips (at will): Guidance, Mage Hand, Mending, Mind SliverTCE, Prestidigitation, Ray of Frost, Resistance, Toll the DeadXGE
1st level (4 slots): Cure Wounds, Detect Magic, Disguise Self, Find Familiar, Magnify GravityEGW, Tenser's Floating Disk,
2nd level (4 slots): Air BubbleSAS, Borrowed Knowledgescc, Cloud of Daggers, Enlarge/Reduce, Hold Person, Lesser Restoration
3rd level (4 slots): Glyph of Warding, Haste, Hunger of Hadar, Pulse WaveEGW, Water Breathing
4th level (3 slots): Arcane Eye, Banishment, Otiluke's Resilient Sphere, Raulothim's Psychic LanceFTB
5th level (3 slots): Antilife Shell, Contact Other Plane, DawnXGE, Destructive Wave, Dispel Evil and Good, Geas, Greater Restoration, Legend Lore, Skill EmpowermentXGE
6th level (3 slots): Contingency, Circle of Death, Primordial Ward
7th level (3 slots): Delayed Blast Fireball, Forcecage, Mirage Arcane, Power Word PainXGE, Prismatic Spray, Regenerate, Tether EssenceEGW
8th level (2 slots): Dark StarEGW, Demiplane, Power Word Stun, Reality BreakEGW
9th level (2 slots):Gate, Meteor Swarm, Power Word HealEGW, Psychic ScreamXGE, Ravenous VoidEGW
Previous Versions
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